|
Medium Aberration |
Hit Dice:
|
4d8+24 (42 hp) |
Initiative:
|
+1 |
Speed:
|
10 ft. (2 squares), swim 20 ft. |
Armor Class:
|
19 (+1 Dex, +8 natural), touch 11, flat-footed 18 |
Base Attack/Grapple:
|
+3/+3 |
Attack:
|
Bite +4 melee (1) or spittle +4 ranged touch (1d4 acid plus blindness) |
Full Attack:
|
6 bites +4 melee (1) and spittle +4 ranged touch (1d4 acid plus blindness) |
Space/Reach:
|
5 ft./5 ft. |
Special Attacks:
|
Gibbering, spittle, improved grab, blood drain, engulf, ground manipulation |
Special Qualities:
|
Amorphous, damage reduction 5/bludgeoning, darkvision 60 ft. |
Saves:
|
Fort +7, Ref +4, Will +5 |
Abilities:
|
Str 10, Dex 13, Con 22, Int 4, Wis 13, Cha 13 |
Skills:
|
Listen +4, Spot +9, Swim +8 |
Feats:
|
Lightning Reflexes, Weapon Finesse |
Environment:
|
Underground |
Organization:
|
Solitary |
Challenge Rating:
|
5 |
Treasure:
|
None |
Alignment:
|
Usually neutral |
Advancement:
|
5-12 HD (Large) |
Level Adjustment:
|
- |
A
gibbering mouther is a horrible creature seemingly drawn from a lunatic's nightmares. Although not evil, it thirsts after bodily fluids and seems to prefer the blood of intelligent creatures.
A
gibbering mouther is about 3 feet across and 3 to 4 feet high. It weighs about 200 pounds.
Gibbering mouthers can speak Common, but seldom say anything other than gibberish.
A
gibbering mouther attacks by shooting out strings of protoplasmic flesh, each ending in one or more eyes and a mouth that bites at the enemy. A mouther can send out a total of six such members in any round.
Gibbering (Su): As soon as a mouther spots something edible, it begins a constant
gibbering as a
free action. All creatures (other than mouthers) within a 60-foot spread must succeed on a DC 13 Will save or be affected as though by a
confusion spell for 1d2 rounds. This is a sonic mind-affecting compulsion effect. A creature that successfully saves cannot be affected by the same
gibbering mouther's
gibbering for 24 hours. The save DC is Charisma-based.
Spittle (Ex): As a
free action every round, a
gibbering mouther fires a stream of
spittle at one opponent within 30 feet. The mouther makes a ranged touch attack; if it hits, it deals 1d4 points of acid
damage, and the target must succeed on a DC 18 Fortitude save or be blinded for 1d4 rounds. Eyeless creatures are immune to the blinding effect, but are still subject to the acid
damage. The save DC is Constitution-based.
Blood Drain (Ex): On a successful
grapple check after grabbing, that mouth attaches to the opponent. It automatically deals bite
damage and drains blood, dealing 1 point of Constitution
damage each round. A mouth can be ripped off (dealing 1 point of
damage) with a DC 12 Strength check or severed by a successful
sunder attempt (the mouth has 2
hit points).
A severed mouth continues to bite and drain blood for 1d4 rounds after such an attack. A creature whose Constitution is reduced to 0 is killed.
Engulf (Ex): A
gibbering mouther can try to
engulf a Medium or smaller opponent grabbed by three or more mouths.
The opponent must succeed on a DC 14 Reflex save or fall and be engulfed. In the next round, the mouther makes twelve bite attacks instead of six (each with a +4
attack bonus). An engulfed creature cannot attack the mouther from within. The previously attached mouths are now free to attack others. The save DC is Strength-based and includes a +2 racial bonus.
Ground Manipulation (Su): At will, as a
standard action, a
gibbering mouther can cause stone and earth in all adjacent squares to become a morass akin to quicksand. Softening earth, sand, or the like takes 1 round, while stone takes 2 rounds. Anyone other than the mouther in that area must take a move-equivalent action to avoid becoming mired (treat as being pinned).
Amorphous (Ex): A
gibbering mouther is not subject to critical hits. It cannot be flanked.
Skills: Thanks to their multiple eyes,
gibbering mouthers have a +4 racial bonus on
Spot checks.
A
gibbering mouther has a +8 racial bonus on any
Swim check to
perform some special action or avoid a hazard. It always can choose to take 10 on a
Swim check, even if distracted or endangered. It can use the
run action while swimming, provided it swims in a straight line.